System and Method for Generating Personalized Messaging Campaigns for Video Game Players

ABSTRACT

A system and method for generating personalized messaging campaigns for video game players is provided. A video game player&#39;s profile data and/or behavioral data may be used to create a customized messaging campaign for the player. The messaging campaign may comprise one or more messages, each selected from a variety of message types, that may be delivered to a game player through one or more channels, at predetermined time intervals. Examples of message types may include gameplay tips, techniques, strategy information, news, awards, milestones, promotions relating to microtransactions (e.g., offers, discounts, etc.), overviews of new products, features, etc., or other message types. Any number of predefined messages may exist (e.g., tens, hundreds, thousands, etc.) for each message type.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of U.S. patentapplication Ser. No. 15/074,502, entitled “System and Method forGenerating Personalized Messaging Campaigns for Video Game Players” andfiled on Mar. 18, 2016, which claims priority to U.S. Provisional PatentApplication Ser. No. 62/238,938, filed Oct. 8, 2015, both of which arehereby incorporated herein by reference in their entirety.

FIELD OF THE INVENTION

The field of the invention relates generally to video games, and moreparticularly to a system and method for generating personalizedmessaging campaigns for video game players.

BACKGROUND OF THE INVENTION

Video games are appealing to an increasingly broader audience ofplayers. Indeed, a wide variety of gamers of all ages and backgroundsplay games on, for example, Personal Computers (PCs), video gameconsoles, and/or mobile phones.

Given the breadth of video game genres and the sheer number of videogames that are available, video game developers and publishers are facedwith challenges associated with attracting and retaining gamers. As oneexample, gamers span all skill levels from beginner through expert.Novice gamers may have a lack of skill and/or knowledge about gameprotocol, rules, etc. and may get frustrated easily, and even quit gamesquickly. Expert gamers, by contrast, may become bored too quickly, andcontinually seek out additional challenges and content to stay engaged.In either scenario, dissatisfaction may occur leading to a poorexperience for gamers.

Because every gamer is different, and because different gamers aremotivated in different ways, it may be desirable to personalize the gameexperience for each player, to the extent possible, to keep them engagedand satisfied. More particularly, it may be desirable to provide videogame players with communications concerning gameplay tips, techniques,and/or strategy information, along with promotions, offers, news, etc.that may be relevant to them. Currently, however, mass communicationsdirected at gamers often provide video game players with boilerplateelectronic messages that may not be relevant to all recipients, therebylimiting their effectiveness. Attempts at providing customizedcommunications to individual players often involve one or more manualprocesses, which can prove tedious and/or impractical. These and otherdrawbacks exist.

SUMMARY OF THE INVENTION

The invention addressing these and other drawbacks relates to a systemand method for generating personalized messaging campaigns for videogame players.

According to an aspect of the invention, a game player's profile dataand/or behavioral data may be used to create a customized messagingcampaign for the player. The messaging campaign (which may also bereferred to herein as a customized “treatment”) may comprise one or moremessages, each selected from a variety of message types, that may bedelivered to a game player through one or more channels, atpredetermined time intervals.

A customized messaging campaign created for a game player may be focusedon (or relevant to) a particular video game (e.g., “Call of Duty®,” thefirst-person shooter video game franchise published by ActivisionPublishing, Inc.), or series of video games, whether related to oneanother (e.g., in the same video game genre, or published by the samevideo game publisher), or not. The invention may be applicable to anygenre of video game including, without limitation, first-personshooters, racing games, action-adventure games, role-playing or fantasygames, music or rhythm games, sports games, educational games, and thelike. Moreover, the invention may be applicable to games played on avariety of platforms (e.g., PCs, video game consoles, mobile phones,etc.), with any number of players (e.g., single player or multiplayervideo games).

As used herein, messages may comprise any communications with a videogame player, whether in an electronic or non-electronic format, throughone or more channels. For example, messages may be provided to a playervia one or more in-game channels including, without limitation, pop-upwindows, chat messages, messages from characters in the video game,messages displayed on objects in the video game, or via other in-gamechannels.

Additionally, messages may be provided to a game player via one or morechannels external to (or outside of) a video game including, withoutlimitation, messages in mobile applications external to a video game,Short Messaging Service (SMS) or Multimedia Messaging Service (MMS)messages, emails, messages on a website associated with a video game(e.g., messages to a website that maintains a user forum for users ofthe video game), traditional mail, or via other external channels.

Message types may include, for example, gameplay tips, techniques,strategy information, news, awards, milestones, promotions relating tomicrotransactions or downloadable content (e.g., offers, discounts,etc.), overviews of new products, features, etc., or other messagetypes. Any number of predefined messages may exist (e.g., tens,hundreds, thousands, etc.) for each message type.

As noted above, in one implementation, a messaging campaign may becustomized for a gamer based on his or her player (or user) profile. Aplayer profile may comprise any number of attributes about a player suchas, for example, screen name (or gamer tag), demographic information ofthe player (e.g., geographic location, age, gender, income level, etc.),style of gameplay (e.g., aggressive), a role preference (e.g., anexplicit indication by the player of such preference), a role actuallyplayed, a duration of gameplay sessions, a number of gameplay sessionsplayed by the player in a given login session, in-game items used orpurchased by the player, membership in a clan or team, preference toplay with clan mates or friends, experience level, win/loss records,winning percentage, scores (highest, lowest, etc.), and/or otherattributes or information without limitation. Game-related purchases mayinclude an acquisition by a player of an item in exchange for a fee,such as a real currency fee, a virtual currency fee, and/or other typeof fee. The item may include an in-game item (e.g., a power-up, virtualweaponry, a virtual vehicle, an extra life, an extended life, etc.), anew level or map, and/or other item that may be used in relation to agame.

Additionally or alternatively, a messaging campaign may be customizedfor a gamer based on his or her behavioral data. Behavioral data mayinclude any data used to determine or infer, among other things, aplayer's level of interest or satisfaction with a game. It may be storedas part of a player profile, or stored separately and associated with aplayer or player profile. Behavioral data may also include or overlapwith a number of attributes stored in a player profile. Examples ofbehavioral data may include, for example, in-game actions, duration ofgameplay sessions, frequency of gameplay sessions, number of games quit,game-related purchases made by the player, style of gameplay, experiencelevel, etc. As an example, if a novice player quits a predeterminednumber of games in a row (e.g., three), it may indicate frustration or alack of skill and/or knowledge about game protocol, rules, etc. On theother hand, if an expert gamer quits a predetermined number of games ina row, it may indicate a level of boredom with the game.

In one implementation of the invention, a game player may be grouped orcategorized together with one or more other game players in a userclassification (or segment) based on one or more common player profileattributes, and/or one or more behavioral data characteristics. Examplesof user classifications may include, but are not limited to,classifications based on common in-game actions, classifications basedon common out-of-game actions, classifications based on commonexperience levels (e.g., experience levels in a specific video game,experience levels in a given genre of video games, general experiencelevels regarding video games, etc.), classifications based on commonlikelihood of purchasing supplemental content (e.g., game-relatedpurchases), etc.

A customized treatment (or messaging campaign) may be crafted for aplayer based on the player profile data, behavioral data, and/or userclassification referenced above. The customized treatment may comprisesome number of predefined messages of varying message types particularlyrelevant to the player.

According to an aspect of the invention, a customized treatment (ormessaging campaign) may commence upon the occurrence (or detection) of atrigger. A trigger may comprise any situation, occurrence, event,action, or property related to a video game.

In one implementation, triggers may comprise in-game triggers. In-gametriggers may include, but are not limited to, a player achieving acertain level or objective in a game, a player winning or losing apredetermined number of games in a row, a player performing a certainaction in a game (e.g., quitting, shooting one's own teammate, achievinga specific kill/death (“K/D”) ratio, etc.), a player making one or morein-game purchases, etc.

Triggers may also comprise triggers external to gameplay. Examples ofexternal triggers may include, for example, a certain date, a time, theoccurrence of a given event (e.g., the release of a new game or gameperipheral or accessory, the release of supplemental game content, aholiday sale, a clearance sale, etc.), or other situation, occurrence,event, action, or property occurring external to gameplay.

In one implementation of the invention, triggers may further comprisescheduled triggers based on, for example, attributes of a playerprofile, or other data. For instance, an administrator or other user maydecide to trigger a messaging campaign for gamers that satisfy certaindemographic criteria (e.g., based on gender, age, geographic location)or other player profile criteria.

An example treatment (or campaign) for a particular trigger (e.g., aholiday sale or a user reaching a certain achievement) may define somepredefined number of allocations, each allocation specifying some numberof messages (e.g., two, five, ten) of a particular message type to sendto the game player. The particular messages allocated to the treatmentmay be selected from a database of predefined messages. Each predefinedmessage can be scored for relevancy to a particular game player usingthe message's scoring formula. Generally, a message's scoring formulatakes as input certain target values relating to a game player (e.g.,data points from the player's profile and/or behavioral data) andoutputs a relevancy score indicating the message's relevancy to the gameplayer. For example, a message advertising a sale on sniper weapons mayhave a scoring formula that considers the frequency with which a gameplayer plays as a sniper character. In other words, the more frequentlya game player uses sniper characters, the more relevant the message isto the player.

In some implementations, the messages relevancy scores are used to rankthe messages and determine which messages are communicated to the gameplayer. Further, a treatment's allocation may define a threshold scoresuch that messages with relevancy scores below the threshold score willnot be communicated to the game player.

According to an aspect of the invention, a targeting application maygenerate various interfaces that enable administrative users (or otherindividuals) associated with video game developers, publishers,marketers, or other entities to create messaging campaigns for one ormore video games by, among other things, defining triggers, creating anumber of predefined messages for various message types, assigningplayers to user classifications, generating one or more allocationseries, and performing other operations.

One advantage of the invention is that gamers may be provided withpersonalized messages that are relevant to them based on their playerprofile data, behavioral data, and/or user classification. In thisregard, players may receive meaningful content designed to fosterenjoyment of a video game.

As a first non-limiting example, one trigger may comprise a holidaysale, and the corresponding messaging campaign may comprise a fivemessage campaign. A first gamer that is a frequent player, high levelgamer, and that makes frequent in-game purchases (e.g., the total spendover a predetermined time period meets or exceeds a certain threshold)may receive one advanced gameplay tip and four microtransactiondiscounts, with each message having a relevancy score particular to thefirst gamer meeting or exceeding certain predefined thresholds. A secondgamer that is a new player, low level gamer, and a non-spender, mayreceive three basic gameplay tips, one news update, and one messageregarding a new product and/or new feature overview, with each messagehaving a relevancy score particular to the second gamer meeting orexceeding certain predefined thresholds.

As a second non-limiting example, a trigger may comprise a userprematurely quitting three games in a row, and the correspondingmessaging campaign may comprise a four message campaign. For a firstgamer that is a high level gamer with declining game play, quittingthree games in a row prematurely may indicate boredom and/ordissatisfaction. As such, the messaging campaign may try to fosterengagement, and may comprise two microtransaction coupons, one newsarticle, and one message regarding a new product and/or new featureoverview, with each message having a relevancy score particular to thefirst gamer meeting or exceeding certain predefined thresholds. Bycontrast, for a second gamer that is a low level, beginning gamer,quitting three games in a row prematurely may indicate a lack of skillor knowledge about game protocol or rules. Accordingly, the messagingcampaign may comprise three instructional tips and one message regardinga new product and/or new feature overview, with each message having arelevancy score particular to the second gamer meeting or exceedingcertain predefined thresholds. Countless numbers of additional examplesexist.

Another advantage of the invention is that video game developers andpublishers may utilize data acquired about players that play their gamesin an actionable way to attract new gamers and build brand loyalty byretaining existing gamers.

These and other objects, features, characteristics, and advantages ofthe system and/or method disclosed herein, as well as the methods ofoperation and functions of the related elements of structure and thecombination of parts and economies of manufacture, will become moreapparent upon consideration of the following description and theappended claims with reference to the accompanying drawings, all ofwhich form a part of this specification, wherein like reference numeralsdesignate corresponding parts in the various figures. It is to beexpressly understood, however, that the drawings are for the purpose ofillustration and description only and are not intended as a definitionof the limits of the invention. As used in the specification and in theclaims, the singular form of “a”, “an”, and “the” include pluralreferents unless the context clearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A illustrates an exemplary system for generating personalizedmessaging campaigns for video game players, according to an aspect ofthe invention.

FIG. 1B illustrates an exemplary system for generating personalizedmessaging campaigns for video game players, according to an aspect ofthe invention.

FIG. 2A illustrates an exemplary system configuration in which a serverhosts a plurality of computer devices to facilitate a multiplayer game,according to an aspect of the invention.

FIG. 2B illustrates an exemplary system configuration in which aplurality of networked servers communicate with one another tofacilitate a multiplayer game, according to an aspect of the invention.

FIG. 2C illustrates an exemplary system configuration in which aplurality of computer devices are networked together to facilitate amultiplayer game, according to an aspect of the invention.

FIG. 3 illustrates an exemplary data structure used to classify actionsof video game players according to predefined communication contexts,according to an aspect of the invention.

FIG. 4 illustrates an exemplary treatment data structure used to scorecorrelation of user behavior with target variables in a communicationcontext, according to an aspect of the invention.

FIG. 5 illustrates an exemplary action allocation data structure used toscore correlation of user behavior with target variables in acommunication context, according to an aspect of the invention.

FIG. 6 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 7 depicts exemplary interfaces of a targeting application,according to an aspect of the invention.

FIG. 8 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 9 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 10 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 11 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 12 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 13 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 14 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 15 depicts an exemplary interface of a targeting application,according to an aspect of the invention.

FIG. 16 depicts an exemplary flowchart of processing operations forgenerating personalized messaging campaigns for video game players,according to an aspect of the invention.

DETAILED DESCRIPTION OF THE INVENTION

The invention described herein relates to a system and method forgenerating personalized messaging campaigns for video game players.

According to an aspect of the invention, and as described in greaterdetail herein, a game player's profile data and/or behavioral data maybe used to create a customized messaging campaign for the player. Themessaging campaign may comprise one or more messages, each selected froma variety of message types, which may be delivered to a game playerthrough one or more channels, at predetermined time intervals.

Exemplary System Architecture

FIGS. 1A and 1B each depict an exemplary architecture of a system (100A,100B) which may include one or more computer systems 110, one or moreservers 150, one or more databases 160, and/or other components.

FIG. 1A illustrates an implementation in which server(s) 150 function asa host computer that hosts gameplay between (or with) other devices,such as computer system(s) 110.

FIG. 1B illustrates an implementation in which a given computer system110 functions as a host computer that hosts gameplay between (or with)other devices, such as other computer system(s) 110. Unless specificallystated otherwise, the description of various system components may referto either or both of FIGS. 1A and 1B.

Server 150

Server 150 may include one or computing devices. Referring to FIG. 1A,server 150 may include one or more physical processors 152 (alsointerchangeably referred to herein as processors 152, processor(s) 152,or processor 152 for convenience) programmed by computer programinstructions, one or more storage devices 154 (which may store atargeting application 120), and/or other components. Processors 152 maybe programmed by one or more computer program instructions. For example,processors 152 may be programmed by gaming instructions used toinstantiate a game.

Depending on the system configuration, a targeting application 120 (orportions thereof) may be part of a video game application, which createsa game instance to facilitate gameplay. Alternatively or additionally,portions or all of targeting application 120 may run on server 150 orcomputer system 110. Targeting application 120 is described inadditional detail herein.

Computer System 110

Computer system 110 may be configured as a gaming console, a handheldgaming device, a personal computer (e.g., a desktop computer, a laptopcomputer, etc.), a smartphone, a tablet computing device, and/or otherdevice that can be used to interact with an instance of a video game.

Referring to FIG. 1B, computer system 110 may include one or moreprocessors 112 (also interchangeably referred to herein as processors112, processor(s) 112, or processor 112 for convenience), one or morestorage devices 114 (which may store a message targeting application120), one or more peripherals 140, and/or other components. Processors112 may be programmed by one or more computer program instructions. Forexample, in one implementation, processors 112 may be programmed bytargeting application 120 and/or other instructions (such as gaminginstructions used to instantiate the video game).

Although each is illustrated in FIGS. 1A and 1B as a single component,server 150 and computer system 110 may each include a plurality ofindividual components (e.g., computer devices), each programmed with atleast some of the functions described herein. In this manner, somecomponents of server 150 and/or computer system 110 may perform somefunctions while other components may perform other functions, as wouldbe appreciated. The one or more processors (152, 112) may each includeone or more physical processors that are programmed by computer programinstructions. The various instructions described herein are exemplaryonly. Other configurations and numbers of instructions may be used, solong as the processor(s) (152, 112) are programmed to perform thefunctions described herein.

Furthermore, it should be appreciated that although the variousinstructions are illustrated in FIGS. 1A and 1B as being co-locatedwithin a single processing unit, in implementations in whichprocessor(s) (152, 112) include multiple processing units, one or moreinstructions may be executed remotely from the other instructions.

The description of the functionality provided by the differentinstructions described herein is for illustrative purposes, and is notintended to be limiting, as any of instructions may provide more or lessfunctionality than is described. For example, one or more of theinstructions may be eliminated, and some or all of its functionality maybe provided by other ones of the instructions. As another example,processor(s) (152,112) may be programmed by one or more additionalinstructions that may perform some or all of the functionalityattributed herein to one of the instructions. Further, as noted above,either or both server 150 and computer system 110 may function as a hostcomputer programmed by targeting application 120.

Peripherals 140

Peripherals 140 may be used to obtain an input (e.g., direct input,measured input, etc.) from a player. Peripherals 140 may include,without limitation, a game controller, a gamepad, a keyboard, a mouse,an imaging device such as a camera, a motion sensing device, a lightsensor, a biometric sensor, and/or other peripheral device that canobtain an input from a player. Peripherals 140 may be coupled to acorresponding computer system 110 via a wired and/or wirelessconnection.

Storage Devices (154,114)

The various instructions described herein may be stored in one or morestorage devices, such as storage devices (154, 114) which may compriserandom access memory (RAM), read only memory (ROM), and/or other memory.The storage device may store the computer program instructions (e.g.,the aforementioned instructions) to be executed by processor (152, 112)as well as data that may be manipulated by processor (152, 112). Thestorage device may comprise floppy disks, hard disks, optical disks,tapes, or other storage media for storing computer-executableinstructions and/or data.

Network 102

The various components illustrated in FIGS. 1A-1B may be coupled to atleast one other component via a network, which may include any one ormore of, for instance, the Internet, an intranet, a PAN (Personal AreaNetwork), a LAN (Local Area Network), a WAN (Wide Area Network), a SAN(Storage Area Network), a MAN (Metropolitan Area Network), a wirelessnetwork, a cellular communications network, a Public Switched TelephoneNetwork, and/or other network.

Databases 160

The various databases 160 described herein may be, include, or interfaceto, for example, an Oracle™ relational database sold commercially byOracle Corporation. Other databases, such as Informix™, DB2 (Database 2)or other data storage, including file-based, or query formats,platforms, or resources such as OLAP (On Line Analytical Processing),SQL (Structured Query Language), a SAN (storage area network), MicrosoftAccess™ or others may also be used, incorporated, or accessed. Database160 may comprise one or more such databases that reside in one or morephysical devices and in one or more physical locations. Database 160 maystore a plurality of types of data and/or files and associated data orfile descriptions, administrative information, or any other data.

In FIGS. 1A-1B, as well as in other drawing Figures, different numbersof entities than those depicted may be used. Furthermore, according tovarious implementations, the components described herein may beimplemented in hardware and/or software that configure hardware.Accordingly, the foregoing system architecture is exemplary only andshould not be viewed as limiting. Other system configurations may beused as well, as would be appreciated by those having skill in the art.

Exemplary Multiplayer System Configurations

Multiplayer video games have exploded in popularity due, in part, toservices such as Microsoft's Xbox LIVE® and Sony's PlayStation Network®which enable gamers all over the world to play with or against oneanother. Generally, a multiplayer video game is a video game in whichtwo or more players play in a gameplay session in a cooperative oradversarial relationship. Typically, when a player logs in to a videogame system or platform to play a multiplayer video game, the player mayengage in a gameplay session in which he or she is matched with otherplayers to play together (on the same team or as opponents).

FIG. 2A illustrates an exemplary system configuration 200A in which aserver hosts a plurality of computer devices to facilitate a multiplayergame, according to an implementation of the invention. In oneimplementation, one or more servers 150 may host a number of computersystems 110 (illustrated as computer systems 110A, 110B, . . . , 110N)via a network 102. Each of the computer systems 110 may include one ormore peripherals (illustrated as peripherals 140A, 140B, . . . , 140N).In this manner, one or more servers 150 may facilitate the gameplay ofdifferent players using different computer systems 110 and/or otherwiseprovide one or more operations of message targeting application 120(illustrated in FIG. 1).

In some instances, a given server 150 may be associated with aproprietary gameplay network system, such as, without limitation,Microsoft's Xbox LIVE® and Sony's PlayStation Network®, and/or anothertype of gameplay network system. In this implementation, a given one ofthe computer systems 110 may be associated with a particular type ofgaming console. Other types of computer systems 110 using other types ofgameplay networks may be used as well.

FIG. 2B illustrates an exemplary system configuration 200B in which aplurality of computer systems 110 are networked together to facilitate amultiplayer game, according to an implementation of the invention. Anyone or more of the computer systems 110 may serve as a host and/orotherwise provide one or more operations of message targetingapplication 120 (illustrated in FIG. 1).

FIG. 2C illustrates an exemplary system configuration 200C in which oneof the computer systems 110 is used by a plurality of users tofacilitate a multiplayer game, according to an implementation of theinvention. In an implementation, one of the computer systems 110 may beconsidered to host the multiplayer game and/or otherwise provide one ormore operations of message targeting application 120 (illustrated inFIG. 1).

Referring to FIGS. 2A-2C, in an implementation, a host may facilitatethe multiplayer game and/or perform other operations described herein.In an implementation, at least some of these operations may also orinstead be performed by an individual one of the computer systems 110.Furthermore, the illustrated system configurations are exemplary onlyand should not be viewed as limiting in any way. Other systemconfigurations may be used as well, as would be appreciated by thosehaving skill in the art.

Targeting Application 120

According to an aspect of the invention, with reference to FIGS. 1A-1B,targeting application 120 may include instructions that program server150 and/or computer system 110, as noted above. The instructions mayinclude, without limitation, a message creation engine 122, a usermonitoring engine 124, a trigger management engine 126, a treatment datamanagement engine 128, a targeting engine 130, a message datastore 132,a trigger datastore 134, a treatment data datastore 136, or otherengines or datastores.

As used herein, for convenience, the various instructions will bedescribed as performing an operation, when, in fact, the variousinstructions program the processors (152, 112) to perform the operation.Further, in some implementations, one or more engines may be combinedwhile, in other implementations, one or more engines may not benecessary. Likewise, one or more datastores may combined in someimplementations, and omitted in others. Moreover, in someimplementations, the various datastores may be separate from, butaccessible by, targeting application 120. It should further berecognized that descriptions of various features and functionalityherein that are attributed to targeting application 120 may refer to oneor more of the engines and/or datastores comprising targetingapplication 120.

According to an aspect of the invention, message creation engine 122 maybe configured to manage creation of varying message types (messagetemplates) and messages based on those message types. In someimplementations, message creation engine 122 may include text entrymodules that enable entry of portions of message types or messages(e.g., message subjects, message bodies, etc.). Message creation engine122 may receive information about a message type or message to becreated from targeting engine 130. Message creation engine 122 may storecreated message types and messages in message datastore 132. In variousimplementations, messages created by message creation engine 122 maycomprise a predefined set of messages, as discussed further herein. Aspreviously noted, message types may include, for example, gameplay tips,techniques, strategy information, news, awards, milestones, promotionsrelating to microtransactions or downloadable content (e.g., offers,discounts, etc.), overviews of new products, features, etc., or othermessage types.

User monitoring engine 124 may be configured to identify, monitor, orotherwise access player profiles and/or behavioral data for gameplayers. As previously noted, a player profile may comprise any numberof attributes about a player such as, for example, screen name (or gamertag), demographic information of the player (e.g., geographic location,age, gender, income level, etc.), style of gameplay (e.g., aggressive),a role preference (e.g., an explicit indication by the player of suchpreference), a role actually played, a duration of gameplay sessions, anumber of gameplay sessions played by the player in a given loginsession, in-game items used or purchased by the player, membership in aclan or team, preference to play with clan mates or friends, experiencelevel, win/loss records, winning percentage, scores (highest, lowest,etc.), and/or other attributes or information without limitation.

Examples of behavioral data may include, for example, in-game actions,duration of gameplay sessions, frequency of gameplay sessions, number ofgames quit, game-related purchases made by the player, style ofgameplay, experience level, etc. In one implementation, user monitoringengine may obtain gameplay state information captured by, for example,an event log engine.

Trigger management engine 126 may be configured to monitor operatingsystems, processes, applications, and/or other resources of computersystem(s) 110, server(s) 150, and/or other system components for theoccurrence (or detection) of triggers. As described above, triggers maycomprise any situation, occurrence, event, action, or property relatedto a video game. Trigger management engine 126 may also implementprocesses that monitor in-game actions for triggers. Trigger managementengine 126 may further implement processes that monitor user accountactions (logging on, logging out, identifying relationships to otheraccounts, etc.) related to video game players' accounts. Processesimplemented by trigger management engine 126 may compare situations,occurrences, actions, etc. of computer system(s) 110, server(s) 150,and/or other system components with situations, occurrences, events,actions, or properties, etc. represented in data structures stored intrigger datastore 134.

According to an aspect of the invention, treatment data managementengine 128 may be configured to obtain user classifications fromtargeting engine 130, and to obtain user treatment grids associated withthe user classifications from treatment data datastore 136. In variousimplementations, treatment data management engine 128 may providetargeting engine 130 with particular electronic messages for certainuser classifications. Treatment data management engine 128 may furtherprovide targeting engine 130 with specific channels (e.g., in-gamechannels, out-of-game channels, etc.) for the electronic messages.

Targeting engine 130 may be configured to generate various interfacesthat enable administrative users (or other individuals) associated withvideo game developers, publishers, marketers, or other entities tocreate messaging campaigns for one or more video games by, among otherthings, defining triggers, creating a number of predefined messages forvarious message types, defining user classifications, assigning playersto user classifications, generating one or more allocation series, andperforming other operations.

Message datastore 132 may be configured to store a set of predefinedelectronic messages. The messages may correspond to a variety offormats, such as formats corresponding to in-game messages andout-of-game messages. In some implementations, the messages may includeelectronic messages of varying message types including, but not limitedto, gameplay tips, techniques, strategy information, news, awards,milestones, promotions relating to microtransactions or downloadablecontent (e.g., offers, discounts, etc.), overviews of new products,features, etc., or other message types. Each message type defines theparameters of messages of that type. Any number of predefined messagesmay exist (e.g., tens, hundreds, thousands, etc.) for each message type.

Trigger datastore 134 may be configured to store data structures thatrepresent triggers. The structures in trigger datastore 134 may uniquelyidentify situations, occurrences, events, actions, or properties relatedto video games that form the basis for triggers. In someimplementations, the data structures in trigger datastore 134 maycomprise one or more tables indexed by identifiers corresponding tosituations, occurrences, events, actions, or properties related to videogames that form the basis for triggers.

Examples of in-game triggers may include, but are not limited to, aplayer achieving a certain level or objective in a game, a playerwinning or losing a predetermined number of games in a row, a playerperforming a certain action in a game (e.g., quitting, shooting one'sown teammate, achieving a specific kill/death (“K/D”) ratio, etc.), aplayer making one or more in-game purchases, etc.

Examples of triggers external to gameplay may include, for example, acertain date, a time, the occurrence of a given event (e.g., the releaseof a new game or game peripheral or accessory, the release ofsupplemental game content, a holiday sale, a clearance sale, etc.), orother situation, occurrence, event, action, or property occurringexternal to gameplay.

Triggers may further comprise scheduled triggers based on, for example,attributes of a player profile, or other data. For instance, anadministrator or other user may decide to trigger a messaging campaignfor gamers that satisfy certain demographic criteria (e.g., based ongender, age, geographic location) or other player profile criteria.

Treatment data datastore 136 may be configured to store treatments forvarious pairings of triggers and user classifications. Examples of userclassifications may include, but are not limited to, classificationsbased on common in-game actions, classifications based on commonout-of-game actions, classifications based on common experience levels(e.g., experience levels in a specific video game, experience levels ina given genre of video games, general experience levels regarding videogames, etc.), classifications based on common likelihood of purchasingsupplemental content (e.g., game-related purchases), etc. As discussedin further detail below and throughout, a given treatment for atrigger/user classification pairing defines one or more allocations.Each allocation in the treatment specifies parameters relating to one ormore messages of a particular message type to be sent to game playerscaptured by the user classification. Each message type also has ascoring formula, which is used to determine the relevancy of aparticular message of the message type to a particular game player. Anallocation may further include thresholds that determine a minimumrelevancy score required for a message to be communicated to a gameplayer. FIGS. 3-5, which are addressed in detail below, depict theseaspects of the invention in further detail.

Exemplary System Operation

The following description of the operation of the system of theinvention is exemplary only, as targeting application 120 may operate inother ways without departing from the scope and substance of theinvention described herein. Targeting application 120 may operate toselect targeted electronic messages from message datastore 132 fortransmission to video game players using treatments stored in treatmentdata datastore 136. Targeting application 120 may provide the targetedmessages to video game players in response to the occurrence (ordetection) of a trigger from trigger datastore 134.

Creating Predefined Message Types and Messages

Targeting application 120 may provide administrative users (or otherindividuals) associated with video game developers, publishers,marketers, or other entities with one or more interfaces to define oneor more message types (or message templates). As previously noted,message types may include, for example, gameplay tips, techniques,strategy information, news, awards, milestones, promotions relating tomicrotransactions or downloadable content (e.g., offers, discounts,etc.), overviews of new products, features, etc., or other messagetypes. A message type serves as a template for all messages of thattype, and defines various aspects of such messages, including forexample, the format and/or required fields of the message contents, thesuitable channels for transmission, and a relevancy scoring formula.Targeting application 120 may operate to store created message types inmessage datastore 132.

Targeting application 120 may further provide administrative users (orother individuals) associated with video game developers, publishers,marketers, or other entities with one or more interfaces (e.g.,including message templates) to create a plurality of predefinedelectronic messages. In some implementations, each message is a specificinstantiation of a particular message type. Creating a predefinedmessage may include creating the content for that particular message.The content may include text for fields commonly found in electronicmessages, such as text for a subject of an electronic message, text fora body of an electronic message, etc. The content may further comprise,without limitation, images, audio, video, hyperlinks, attachments, etc.Creating a predefined message may further include selecting particulartarget values relating to the message's scoring formula. Targetingapplication 120 may operate to store created electronic messages inmessage datastore 132. Once entered, the electronic messages may be“predefined” in that they have already been composed (or generated), andneed only recipients in order to be transmitted.

Creating and/or Managing Messaging Campaigns and User Treatment Grids

Targeting application 120 may further operate to guide users through thecreation of messaging campaigns (or treatments), which may in someimplementations be organized as a user treatment grid. For example,targeting application 120 may operate to provide users with one or moreinterfaces to provide information related to a messaging campaign (e.g.,campaign title, description, purpose, number of messages, message types,campaign duration, schedule or frequency of message transmissions,etc.). Targeting application 120 may further enable users to definetriggers and/or parameters for the messaging campaign. Moreparticularly, the interface(s) may enable users to specify the triggerand user classification for a particular messaging campaign. Users mayfurther specify threshold numbers that represent a minimum relevancescore that a given message must have in order to qualify for treatmentfor a specific user behavior classification. User treatment grids mayfurther include thresholds that limit the number of messages that mayfall within a user behavior classification.

Monitoring for Triggers

Targeting application 120 may monitor operating systems, processes,applications, and/or other resources of computer system(s) 110,server(s) 150, and/or other system components for the occurrence (ordetection) of triggers that match triggers in trigger datastore 134.

As a non-limiting example, trigger datastore 134 may maintain a definedtrigger corresponding to a date and a time of the beginning of a holidaysale. Trigger management engine 126 may monitor a system clock ofcomputer system(s) 110 and/or server(s) 150 to determine whether thedate and/or time of the beginning of the holiday sale has occurred.

As another non-limiting example, trigger datastore 134 may maintain adefined trigger that requires a series of gameplay events to occur(e.g., the act of quitting three games in a row before reaching aspecified objective for those games, the act of reaching a milestone ina video game, etc.) before an associated message campaign is tocommence. Trigger management engine 126 may monitor user monitoringengine 124 for the occurrence of the series of gameplay events. Triggermanagement engine 126 may provide a signal to treatment data managementengine 128 if a trigger has occurred and/or a trigger condition has beensatisfied.

Using Treatments to Identify Targeted Messages

Targeting application 120 may operate to identify treatments fortriggers that have occurred (e.g., that been detected by triggermanagement engine 126). More particularly, in some implementations,treatment data management engine 128 may receive information related toa trigger (from trigger management engine 126) that trigger managementengine 126 has detected as occurring. Treatment data management engine128 may further identify the treatments defined for each userclassification associated with the trigger. Treatment data managementengine 128 may provide the specific actions to the other engines orcomponents of targeting application 120, such as targeting engine 130.

As an example, treatment data management engine 128 may select actionsin response to a trigger corresponding to a date and a time of a holidaysale. In this non-limiting example, the trigger may be associated withtwo user behavior classifications: (1) a first user classificationcorresponding to video game players with extensive video gameexperience, extensive use of digital currencies for in-game purchases,and frequent use of video games; and (2) a second user classificationcorresponding to video game players with little video game experience,little use of digital currencies for in-game purchases, and infrequentuse of video games.

In this example, a user treatment grid in treatment data datastore 136may specify that video game players falling within the first userclassification be provided with a particular treatment comprising fiveallocations: one gameplay tip and four discounts for in-game items.Moreover, the user treatment grid in treatment data datastore 136 mayspecify that the video game players falling within the second userclassification be provided with a different treatment comprising fiveallocations, for example, a basic gameplay tip, a news update, aproduct/new feature overview, and two intermediate gameplay tips.

Treatment data management engine 128 may then identify the appropriatemessages for each game player captured by the user classifications. Forexample, for a given game player, treatment data management engine 128may calculate the relevancy scores for every predefined message of themessage types identified in the treatment. Treatment data managementengine 128 may then rank the predefined messages based on relevancy andtransmit those most relevant to the game player.

Transmitting Targeted Messages

In some implementations, targeting engine 130 may select one or morechannels for distribution of messages to video game players. Targetingengine 130 may, for example, provide messages to players via one or morein-game channels including, without limitation, pop-up windows, chatmessages, messages from characters in the video game, messages displayedon objects in the video game, or via other in-game channels.Additionally, messages may be provided to a game player via one or morechannels external to (or outside of) a video game including, withoutlimitation, messages in mobile applications external to a video game,Short Messaging Service (SMS) or Multimedia Messaging Service (MMS)messages, emails, messages on a website associated with a video game(e.g., messages to a website that maintains a user forum for users ofthe video game), traditional mai, or via other external channels. Invarious implementations, targeting engine 130 bases the selection ofdistribution channels on information in a user treatment grid associatedwith an underlying trigger. Targeting engine 130 may configure hardwareand/or or software of computer system(s) 110 and/or server(s) 150 tosend the targeted messages via the selected channels.

In some implementations, players that are flagged to receive the sametreatment may receive messages via the same channel(s). Alternatively,player profiles may be analyzed, prior to transmission of a message, tosee if players have specified preferences for delivery for messages viacertain channels. In some implementations, specified player preferencesmay override system default distribution channels. As one example, agiven message of a messaging campaign may comprise a gameplay tip to beprovided to targeted players via SMS message by default. However, insome implementations, the message may alternatively be transmitted toplayers via email (or another distribution channel) if the players haveopted out of receiving SMS messages.

Exemplary Data Structures

FIG. 3 illustrates an exemplary data structure 300 used to classifyactions of video game players according to predefined communicationcontexts, according to an implementation of the invention. Datastructure 300 may include user classification rows 302 and action (orevent) columns 304.

Each user classification row 302 may specify a behavior (or other)category for video game players. As an illustrative example, segment 3may comprise a “High Skill/Churn Risk” behavior category 312 thatrepresents a category of video game players that have extensiveexperience in the video game, but a high likelihood of quitting thevideo game altogether (e.g., as predicted by player profile and/orbehavioral data).

Each action (or event) column 304 may specify actions (or events)corresponding to the user classification rows 302. For example, actioncolumns 304 may include a “Holiday in-game” action column 306, an“email” column 308, and a web-based communication (e.g., “COD.com”)column 310. As shown in FIG. 3, each of the “Holiday in-game” actioncolumn 306, “email” column 308, and web-based communication column 310may specify one or more actions that may be taken for the corresponding“High Skill/Churn Risk” category 312 (e.g., a first treatment 314, asecond treatment 316, and a third treatment 318).

FIG. 4 illustrates an exemplary treatment data structure 400 used todefine the allocations for a given treatment, according to animplementation of the invention. Treatment data structure 400 maycorrespond to one of the actions that may be taken for a userclassification. As an example, treatment data structure 400 maycorrespond to one of the treatment boxes in data structure 300 shown inFIG. 3. Treatment data structure 400 may include one or moreallocations. In the example of FIG. 4, treatment data structure 400includes a first action allocation 402, a second action allocation 404,and a third action allocation 406.

Each of first action allocation 402, second action allocation 404, andthird action allocation 406 may include information about specificmessage types, specific sequences of messages, and/or specific numbersof messages, among other data. For instance, first action allocation 402may include a first message type listing 408 and a first message number410. Second action allocation 404 may include a second message typelisting 412 and a second message number 414. Third action allocation 406may include a third message type listing 416 and a third message number418.

In one implementation, the order of first action allocation 402, secondaction allocation 404, and third action allocation 406 within treatmentdata structure 400 may specify the sequence of messages to a video gameplayer.

Moreover, each of first action allocation 402, second action allocation404, and third action allocation 406 may include information aboutscoring thresholds. For example, first action allocation 402 may includea first threshold 420, second action allocation 404 may include a secondthreshold 422, and third action allocation 406 may include a thirdthreshold 424. Each of the first threshold 420, second threshold 422,and third threshold 424 may include (relevancy) scores (e.g., a scoreresulting from a customized scoring formula) that define the minimumrelevance of a message to qualify for inclusion in treatment datastructure 400. For example, first threshold 420 may define the minimumrelevance of a message to qualify for inclusion in treatment datastructure 400. Second threshold 422 may define the minimum relevance ofa message to qualify for inclusion in treatment data structure 400.Third threshold 424 may define the minimum relevance of a message toqualify for inclusion in treatment data structure 400.

FIG. 5 depicts an exemplary action allocation data structure 500 used toscore correlation of user behavior with target variables in acommunication context, according to an implementation of the invention.Action allocation data structure 500 may correspond to one of the actionallocations in treatment data structure 400. As an example, actionallocation data structure 500 may correspond to one of the first actionallocation 402, second action allocation 404, and third actionallocation 406 in treatment data structure 400.

Action allocation data structure 500 may include a first message datastructure 502, a second message data structure 504, a third message datastructure 506, and a scoring template 508. First message data structure502 may include a first plurality of content items 510. Similarly,second message data structure 504 may include a second plurality ofcontent items 512, and third message data structure 506 may include athird plurality of content items 514. Each of the first plurality ofcontent items 510, second plurality of content items 512, and thirdplurality of content items 514 may include specific electronic messagesfor targeting, specific channels, and/or specific languages.

Scoring template 508 may specify the extent messages are correlated withtarget variables. In the non-limiting example of FIG. 5, scoringtemplate 508 includes the target variables X and Y.

Target variable Y may represent, on a scale of 1 to 10, the amount avideo game player plays a specific genre, type, or mode of video gamescompared to others. Other variables, scales, and/or data may be used.

Target variable X may represent the video game players experience levelon a scale of 1 to 10. Other variables, scales, and/or data may be used.

In an example, scoring template 508 may seek players that play a lot ofdeathmatch games (e.g., have a high Y score) and have a low experiencelevel (e.g., have a low X score). As a result, scoring template 508 mayallow messages to be ranked according to the extent Y values are highand X values are low.

In various implementations, action allocation data structure 500 mayinclude a ranking 516 of various messages according to the rules ofscoring template 508. A predetermined (e.g., a specified integer) numberof messages may be included in the treatment for the video game player,provided they all meet or exceed a threshold score for a particularallocation. In this fashion, the systems and methods described hereinmay create customized treatments with the most relevant messages basedon user profile and behavioral data.

Exemplary Targeting Application Interfaces

According to an aspect of the invention, targeting application 120 maygenerate various interfaces that enable users to perform variousfunctions. The users may comprise administrative users (or otherindividuals) associated with video game developers, publishers,marketers, or other entities, without limitation. FIGS. 6-15 depictexamples of user interfaces that a user may access in one or moreimplementations of the invention. The layout of each interface isexemplary in nature, and should not be viewed as limiting. The contentof each interface (e.g., available data fields, numerical ranking orgrading scales, etc.) may vary in different implementations along with,for instance, the various navigational tools that enable users toselect, access, display, or navigate through the features andfunctionality of the interface, including selection objects (orbuttons), drop-down menus, and the like.

FIG. 6 depicts an exemplary interface 600 of targeting application 120,according to an implementation of the invention. Interface 600 mayenable a user to define the number and priority of message types for agiven allocation series, the allocation series being defined by an eventand segment. Interface 600 may include an event selection UI element 602that allows a user to specify an event (in the example of FIG. 6, anevent relating to a “Friends and Family Beta,” or “F+F Beta”), and asegment selection UI element 604 that allows the user to specify asegment of video game players (in the example of FIG. 6, those playersparticipating in the Friends and Family Beta). The specified eventand/or the specified segment may form the basis of one or moreallocation series.

Interface 600 may further include allocation series UI elements 606 thatallow a user to define the allocation series, including the priorityinformation, threshold information, and count information for theallocation series' allocations.

Interface 600 may further include an allocation series addition link 608that allows the user to add an allocation series.

Interface 600 may further include edit buttons 610 (or other UIelements) that allow a user to delete, save, etc. changes to anallocation series.

FIG. 7 depicts exemplary interfaces 700 of targeting application 120,according to an implementation of the invention. Interfaces 700 show aside-by-side comparison of two interfaces (702, 704) that each enable auser to set (or define) an allocation series.

First interface 702 includes a first UI element 706 to specify an event,and a second UI element 708 to specify a segment. In the example shownin interface 702, an allocation series has been set (or defined) for anevent relating to video game players with an in-game tenure less thanfourteen days, for a segment of video game players comprised ofbeginners at risk of quitting the game. For example, first UI element706 specifies an event for video game players with an in-game tenure ofless than fourteen days, and second UI element 708 specifies a segmentof video game players that is comprised of beginners at risk of quittingthe game (“Noob Churn”). First interface 702 may further allow a user tospecify the allocation series for the identified event and segment, asdescribed in connection with FIG. 6, for example. Other rating scalesand/or naming conventions may be used.

In second interface 704, an allocation series has been set (or defined)for video game players with an in-game tenure greater than twenty-eightdays, for a segment of video game players comprised of advanced playerswho are not at risk of quitting the game. Second interface 704 mayinclude a first UI element 710 to specify an event and a second UIelement 712 to specify a segment. First UI element 710 specifies anevent for video game players with an in-game tenure of greater thantwenty-eight. Second UI element 712 specifies a segment of video gameplayers that is comprised of advanced players who are not at risk ofquitting the game (“Vet No Churn—Prestiged”). Second interface 704 mayfurther allow a user to specify the allocation series for the identifiedevent and segment, as described in connection with FIG. 6, for example.Other rating scales and/or naming conventions may be used.

FIG. 8 depicts an exemplary interface 800 of targeting application 120,according to an implementation of the invention. Interface 800 depicts aset of predefined electronic messages that may be selected for targetedmessages to a video game player. More particularly, interface 800includes a first UI element 802 that allows a user to compose anelectronic message. Once composed, an electronic message may be listedin a message list 806, which provides a user with the ability to viewpredefined messages that have been created. Interface 800 may furtherinclude a second UI element 804 that allows users to search predefinedelectronic messages. Interface 800 may also include a third UI element808 that users to sort predefined messages.

FIG. 9 depicts an exemplary interface 900 of targeting application 120,according to an implementation of the invention. Interface 900 may guidea user through creation of a new predefined message. Interface 900 mayinclude a first UI element 902 that allows a user to specify messageparameters (e.g., message type, message tier, message name, maximumdisplays, view frequencies, tags, start and/or end dates, country codes,dates added and/or uploaded, etc.). Depending on selections made by theuser, interface 900 may include further UI elements that allow the userto specify additional values relating to the message. For example, inresponse to the user's selection of the “Song RecommendationPaid-Recommended” message type, interface 900 may display second UIelement 904, which allows the user to specify certain target valuesrelevant to the message type (e.g., target song, target network, targetrelevance scores, etc.). Likewise, interface 900 may further include athird UI element 906 that allows a user to specify content (e.g.,specific songs, video clips, files, etc.) relevant to the selectedmessage type.

FIG. 10 depicts an exemplary interface 1000 of targeting application120, according to an implementation of the invention. Interface 1000 mayguide a user through creation of a new predefined message. In someimplementations, interface 1000 may continue the processes initiated ininterface 900 (shown in FIG. 9). Interface 1000 may include a first UIelement 1002 that allows the user to specify portions of a predefinedmessage, including the game channel (e.g., in-game lobby, email, gaminglobby, etc.). First UI element 1002 may further allow a user to entertext and other contents related to the predefined message. Interface1000 may further include a second UI element 1004 that allows a user toenter content related to the predefined message.

FIG. 11 depicts an exemplary interface 1100 of targeting application120, according to an implementation of the invention. Interface 1100 mayinclude a UI element 1102 that displays user classifications of videogame players. In this example, UI element 1102 allows users to edit oneor more of the user classifications.

FIG. 12 depicts an exemplary interface of targeting application 120,according to an implementation of the invention. Interface 1200 mayinclude a UI element 1202 that displays user classifications of videogame players. In this example, UI element 1202 allows users to editattributes of user classifications.

FIG. 13 depicts an exemplary interface 1300 of targeting application120, according to an implementation of the invention. Interface 1300 mayallow a user to specify formulas (or other information) for userclassifications. For instance, interface 1300 may include a first UIelement 1302 that allows a user to specify formulas for a portion of abehavior category. First UI element 1302 may allow, for instance,specification of formulas for skill ranks and other behavior categoryidentifiers (e.g., churn segment identifiers, prestige identifiers,etc.). Interface 1300 may further include a second UI element 1304 thatallows a user to specify a new formula for a behavior category.Interface 1300 may further include edit buttons 1306 that allow users todelete, save, etc. changes to an allocation series.

FIG. 14 depicts an exemplary interface 1400 of targeting application120, according to an implementation of the invention. Interface 1400 mayinclude a first UI element 1402 that allows a user to specify eventsrelated to user classifications that can be modified. Interface 1400 mayfurther include a second UI element 1404 that lists events related touser classifications that can be modified.

FIG. 15 depicts an exemplary interface 1500 of targeting application120, according to an implementation of the invention. Interface 1500 mayinclude a first UI element 1502 that lists information associated withan event related to user classifications that can be modified. Interface1500 may further include a second UI element 1504 that specifies eventformulas that may be changed.

Exemplary Flowchart

FIG. 16 depicts an exemplary flowchart of processing operations 1600 forgenerating personalized messaging campaigns for video game players,according to an implementation of the invention. The various processingoperations and/or data flows depicted in FIG. 16 are described ingreater detail herein. The described operations may be accomplishedusing some or all of the system components described in detail aboveand, in some implementations, various operations may be performed indifferent sequences and various operations may be omitted. Additionaloperations may be performed along with some or all of the operationsshown in the depicted flow diagrams. One or more operations may beperformed simultaneously. Accordingly, the operations as illustrated(and described in greater detail below) are exemplary by nature and, assuch, should not be viewed as limiting.

Operation 1602

In an operation 1602, one or more messages may be created. Messages maycomprise any communications that can be provided in an electronicformat, through one or more channels, including in-game channels andchannels external to (or outside of) a video game.

Message types may include, for example, gameplay tips, techniques,strategy information, news, awards, milestones, promotions relating tomicrotransactions (e.g., offers, discounts, etc.), overviews of newproducts, features, etc., or other message types.

The messages may be generated by administrative users (or otherindividuals) associated with video game developers, publishers,marketers, or other entities, without limitation, using one or moresystem-generated user interfaces.

Message content may include, without limitation, text, images, audio,video, hyperlinks, attachments, etc. The messages generated in operation1602 may be “predefined” in that they have already been composed (orgenerated), and need only recipients in order to be transmitted.

Operation 1604

In an operation 1604, one or more triggers used to commence a messagingcampaign may be defined. A trigger may comprise any situation,occurrence, event, action, or property related to a video game.

Triggers may comprise in-game triggers including, but not limited to, aplayer achieving a certain level or objective in a game, a playerwinning or losing a predetermined number of games in a row, a playerperforming a certain action in a game (e.g., quitting, shooting one'sown teammate, achieving a specific kill/death (“K/D”) ratio, etc.), aplayer making one or more in-game purchases, etc.

Triggers may also comprise triggers external to gameplay such as, forexample, a certain date, a time, the occurrence of a given event (e.g.,the release of a new game or game peripheral or accessory, the releaseof supplemental game content, a holiday sale, a clearance sale, etc.),or other situation, occurrence, event, action, or property occurringexternal to gameplay.

Triggers may further comprise scheduled triggers based on, for example,attributes of a player profile, or other data. For instance, anadministrator or other user may decide to trigger a messaging campaignfor gamers that satisfy certain demographic criteria (e.g., based ongender, age, geographic location) or other player profile criteria.

Operation 1606

In an operation 1606, game players may be grouped or categorizedtogether with one or more other game players in a user classificationbased on one or more common player profile attributes, and/or one ormore behavioral data characteristics. Examples of user classificationsmay include, but are not limited to, classifications based on commonin-game actions, classifications based on common out-of-game actions,classifications based on common experience levels (e.g., experiencelevels in a specific video game, experience levels in a given genre ofvideo games, general experience levels regarding video games, etc.),classifications based on common likelihood of purchasing supplementalcontent (e.g., game-related purchases), etc.

Specific user classifications may be associated with one or morepredefined messages in an allocation series. An allocation series may beimplemented as a user treatment grid that associates certain messages(to be provided) with certain user classifications. A user treatmentgrid may include scores that represent the extent to which messagescorrelate with user classifications. A user treatment grid may furtherinclude thresholds that limit the number of messages associated withuser classifications.

Operation 1608

In an operation 1608, a customized treatment (or messaging campaign) maybe crafted for players based on player profile data, behavioral data,and/or user classification. The customized treatment may comprise somenumber of predefined messages of varying message types particularlyrelevant to the players.

Operation 1610

In an operation 1610, operating systems, processes, applications, and/orother system resources of one or more computer systems (e.g, userdevices and/or host computers) may be monitored in real-time for theoccurrence (or detection) of triggers. As a non-limiting example,in-game actions may be monitored for triggers. User account actions(e.g., logging on, logging out, identifying relationships to otheraccounts, etc.) related to video game players' accounts may likewise bemonitored. Situations, occurrences, actions, etc. of various computersystems or other system components may be compared to situations,occurrences, events, actions, or properties, etc. represented in datastructures stored in a datastore to identify matches.

Operation 1612

In an operation 1612, a determination may be made as to whether atrigger has been detected. If a trigger has been detected, processingmay continue with an operation 1614. If a trigger has not been detected,processing may resume with operation 1610.

Operation 1614

In an operation 1614, game players associated with detected triggers maybe identified based on user classifications for the allocations seriesfor the detected trigger. In some implementations, user treatment gridsfor any detected triggers are accessed. Players may be identified basedon user classifications set forth in the user treatment grids.

Operation 1616

In an operation 1616, messaging actions in an allocation series for theuser classifications associated with the identified users may beidentified. More particularly, messaging actions may be identified fromthe user treatment grids for the detected triggers. The messagingactions may include one or more messages to be transmitted via one ormore in-game channels and/or one or more channels external to (oroutside of) a video game.

In-game channels may include, for example, pop-up windows, chatmessages, messages from characters in the video game, messages displayedon objects in the video game, etc. Examples of channels external to (oroutside of) a video game may include, without limitation, messages inmobile applications external to a video game, Short Messaging Service(SMS) or Multimedia Messaging Service (MIMS) messages, emails, messageson a website associated with a video game (e.g., messages to a websitethat maintains a user forum for users of the video game), etc.

Operation 1618

In an operation 1618, the messaging campaign is commenced and identifiedmessages may be transmitted to the appropriate players through thedesignated channels.

For purposes of explanation, numerous specific details are set forth inorder to provide a thorough understanding of the description. It will beapparent, however, to one skilled in the art that implementations of thedisclosure can be practiced without these specific details. In someinstances, modules, structures, processes, features, and devices areshown in block diagram form in order to avoid obscuring the description.In other instances, functional block diagrams and flow diagrams areshown to represent data and logic flows. The components of blockdiagrams and flow diagrams (e.g., modules, blocks, structures, devices,features, etc.) may be variously combined, separated, removed,reordered, and replaced in a manner other than as expressly describedand depicted herein.

Reference in this specification to “one implementation”, “animplementation”, “some implementations”, “various implementations”,“certain implementations”, “other implementations”, “one series ofimplementations”, or the like means that a particular feature, design,structure, or characteristic described in connection with theimplementation is included in at least one implementation of thedisclosure. The appearances of, for example, the phrase “in oneimplementation” or “in an implementation” in various places in thespecification are not necessarily all referring to the sameimplementation, nor are separate or alternative implementations mutuallyexclusive of other implementations. Moreover, whether or not there isexpress reference to an “implementation” or the like, various featuresare described, which may be variously combined and included in someimplementations, but also variously omitted in other implementations.Similarly, various features are described that may be preferences orrequirements for some implementations, but not other implementations.

Other implementations, uses and advantages of the invention will beapparent to those skilled in the art from consideration of thespecification and practice of the invention disclosed herein. Thespecification should be considered exemplary only, and the scope of theinvention is accordingly intended to be limited only by the followingclaims. For example, though portions of the foregoing discussion relatedto the use of the invention to deliver personalize messages to videogame players, one of skill in the art will recognize that the system andmethods disclosed herein can be used to deliver personalized messages tousers of a variety of applications and systems.

1-3. (canceled)
 4. A computer-implemented method of generatingpersonalized messages in a multi-player video game, the method beingimplemented in a host computer system having one or more physicalprocessors programmed with computer program instructions that, whenexecuted by the one or more physical processors, cause the computersystem to perform the method, the method comprising: detecting, by thehost computer system, a trigger occurring in the multi-player videogame; accessing, by the host computer system, a data structure stored inone or more datastores, wherein the data structure relates the triggerand at least one user grouping comprising one or more players of themulti-player video game; identifying, by the host computer system andusing the data structure, the at least one user grouping associated withthe detected trigger; identifying, by the host computer system and usingthe data structure, one or more messages associated with the triggerand/or the at least one user grouping, wherein the one or more messagesare eligible to be transmitted to the one or more players in the atleast one user grouping; and for each of the one or more players in theat least one user grouping: determining, by the host computer system, arelevancy score for each of the one or more messages; and selecting fortransmission, by the host computer system, at least one message of theone or more messages having a relevancy score that meets or exceeds apredetermined threshold.
 5. The computer-implemented method of claim 4,wherein the datastores are remote from one or more locations of the oneor more players.
 6. The computer-implemented method of claim 4, whereinthe trigger is at least one of an event, action, or property related tothe multi-player video game and wherein the trigger is detected using atrigger management engine defined by the computer program instructions.7. The computer-implemented method of claim 4, wherein the at least oneuser grouping categorizes the one or more players based on playerprofile data and/or player behavioral data.
 8. The computer-implementedmethod of claim 4, wherein the data structure relates the trigger andthe at least one user grouping with one or more treatments in apredefined format.
 9. The computer-implemented method of claim 8,further comprising identifying the one or more treatments associatedwith the at least one user grouping, wherein each of the one or moretreatments comprises one or more allocations and wherein each of the oneor more allocations comprises a predetermined number of messageseligible to be transmitted to the one or more players.
 10. Thecomputer-implemented method of claim 9, wherein the predetermined numberof messages comprise messages of varying type.
 11. Thecomputer-implemented method of claim 4, further comprising ranking, bythe host computer system, the one or more messages according to thedetermined relevancy scores.
 12. The computer-implemented method ofclaim 4, wherein the trigger comprises at least one of a playerachieving a certain level in the multi-player video game, a playerachieving a certain objective in the multi-player video game, a playerlosing a predetermined number of instances of the multi-player videogame in a row, a player winning a predetermined number of instances ofthe multi-player video game in a row, a player performing a certainaction in the multi-player video game or a player making one or morepurchases in the multi-player video game.
 13. A system for generatingpersonalized messages within a multi-player video game, the systemcomprising: one or more physical processors programmed with one or morecomputer program instructions that, when executed, cause the one or morephysical processors to: detect a trigger occurring in the multi-playervideo game; identify at least one user grouping associated with thedetected trigger, wherein the at least one user grouping comprises oneor more video game players; identify one or more messages associatedwith at least the detected trigger and the at least one user grouping;and for each of the one or more video game players grouped in the atleast one user grouping: determine a relevancy score for each of theidentified one or more messages; and select for transmission, at leastone message of the identified one or more messages having a relevancyscore that meets or exceeds a predetermined threshold.
 14. The system ofclaim 13, further comprising a data structure configured to store in oneor more datastores a relationship between a plurality of triggersincluding the detected trigger and a plurality of user groupingsincluding the at least one user grouping.
 15. The system of claim 14,wherein the datastores are remote from the one or more physicalprocessors programmed with the one or more computer programinstructions.
 16. The system of claim 13, wherein the trigger is atleast one of an event, action, or property related to the multi-playervideo game
 17. The system of claim 13, further comprising a triggermanagement engine defined by the computer program instructions andconfigured to detect the trigger.
 18. The system of claim 13, whereinthe at least one user grouping categorizes the one or more video gameplayers based on player profile data and/or player behavioral data. 19.The system of claim 13, further comprising a data structure accessibleby the one or more physical processors, wherein the data structure isconfigured to relate the trigger and the at least one user grouping withone or more treatments in a predefined format.
 20. The system of claim19, wherein each of the one or more treatments comprises one or moreallocations and wherein each of the one or more allocations comprises apredetermined number of messages of varying message type eligible to betransmitted to the one or more video game players.
 21. The system ofclaim 13, further comprising computer program instructions which, whenexecuted, cause the one or more physical processors to identify one ormore treatments associated with the at least one user grouping, whereineach of the one or more treatments comprises one or more allocations andwherein each of the one or more allocations comprises a predeterminednumber of messages of varying message type eligible to be transmitted tothe one or more video game players.
 22. The system of claim 13, furthercomprising computer program instructions which, when executed, cause theone or more physical processors to rank the identified one or moremessages according to the determined relevancy scores.
 23. A computerprogram product for generating personalized messages within amulti-player video game, wherein the computer program product is adaptedto be stored in one or more tangible, non-transitory computer-readablestorage devices, the computer program product comprising programinstructions that, when executed, cause a host computer to: detect atrigger occurring within the multi-player video game; identify at leastone user grouping associated with the detected trigger, wherein the atleast one user grouping comprises one or more players of themulti-player video game; identify one or more messages associated withthe detected trigger and the at least one user grouping; and for each ofthe one or more players grouped in the at least one user grouping:determine a relevancy score for each of the identified one or moremessages; and select for transmission, at least one of the identifiedone or more messages having a relevancy score that meets or exceeds apredetermined threshold.
 24. The computer program product of claim 23,wherein the trigger is at least one of an event, action, or propertyrelated to the multi-player video game.
 25. The computer program productof claim 23, wherein the program instructions, when executed, furthercause a host computer to use a trigger management engine to detect thetrigger.
 26. The computer program product of claim 23, wherein the atleast one user grouping categorizes the one or more players based onplayer profile data and/or player behavioral data.
 27. The computerprogram product of claim 23, further comprising program instructionswhich, when executed, cause the host computer to access a data structurestored in one or more datastores remote from the host computer, whereinthe data structure relates a trigger including the detected trigger anduser groupings including the at least one user grouping with one or moretreatments in a predefined format.
 28. The computer program product ofclaim 27, wherein each of the one or more treatments comprises one ormore allocations and wherein each of the one or more allocationscomprises a predetermined number of messages eligible to be transmittedto at least one of the one or more players in the at least one usergrouping.
 29. The computer program product of claim 23, furthercomprising computer program instructions which, when executed, cause thehost computer to identify one or more treatments associated with the atleast one user grouping, wherein each of the one or more treatmentscomprises one or more allocations, and wherein each of the one or moreallocations comprises a predetermined number of messages eligible to betransmitted to at least one of the one or more players in the at leastone user grouping.
 30. The computer program product of claim 23, furthercomprising computer program instructions which, when executed, cause thehost computer to rank the identified one or more messages according tothe determined relevancy scores.
 31. The computer program product ofclaim 23, wherein the detected trigger comprises at least one of aplayer achieving a certain level in the multi-player video game, aplayer achieving a certain objective in the multi-player video game, aplayer losing a predetermined number of games of the multi-player videogame in a row, a player winning a predetermined number of games of themulti-player video game in a row, a player performing a certain actionin the multi-player video game or a player making one or more purchasesin the multi-player video game.